Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Azimuth

Pages: 1 ... 225 226 227 228 229 [230] 231 232 233
3436
Off Topic / Re: dare
« on: April 14, 2009, 04:20:18 PM »
I dare the next person to have love with their closest female relative.

3437
Off Topic / Re: Omegle
« on: April 14, 2009, 04:12:35 PM »
Btw, I'm a male.
Quote
Connecting to server...
You're now chatting with a random stranger. Say hi!
Stranger: hiii
You: AHHH THEIR GOING TO EAT ME
You: loving HELP
You: I NEED A GUN
You: NOW
Stranger: OMFG
Stranger: WTFFFFFF????????
You: OH GOD THEIR EATING MY HANDDD
Stranger: OMG
You: AHHH TYPING WITH ONE HAND ISNT FUNNN
Stranger: SORRY
Stranger: ROFLMAOOOOOOOOO
You: Oh wait, it was just gas.
You: :D
Stranger: HAHAHAHAHAHAHAHAHAHAHAH
You: The sound of laughter makes me feel so good :D
You: Like if I got a lewinsky.
Stranger: :O
Stranger: U PERV
You: So anyways stranger.
Stranger: asl ?
You: 14/f/Cali
Stranger: oh cali
Stranger: u beehotch
Stranger: 13/male/brazil (cry)
You: yeah, i hotch those bees good.
Stranger: HAHAHAHAHA
Stranger: UR SO FUNNYYYYYYYYYYYY
You: Luv you too <3
Stranger: x3
Stranger: whats ur name ?
You: Christy
Stranger: oh
Stranger: la?
You: What did you say to me.
You: You loving bastard.
You: I never want to see you again :'(

3438
I took a look.

Its decent, but we don't need articles on basic weapons included with the game.

Everyone already knows about the Gun.

It's just an example FYI. I can write about different guns.

3439
Modification Help / Re: AziCity
« on: April 13, 2009, 10:14:49 PM »
Well Lord Elavier, ill work on all kinds of stuff tomorrow. I haven't started much work, but the base system will be done (ticks, job system (a better one), police system, and some basic work with lots. I'll get a webpage up real soon. And i'll see about letting you host.

As for a court system... it is  more advanced to do. Again, I want to focus on the things that make it able to work, then go from basic to advanced.

3440
I sent you an example of a 'weapons watch' collumn. It's about weapons.

3441
General Discussion / Re: Blockland advertisements
« on: April 13, 2009, 08:51:12 PM »
They will ban google :0!
Dont you loving dare steal what i said

3443
Modification Help / Re: making non-cityrp personal spawn
« on: April 13, 2009, 03:50:15 PM »
You need to find and modify where the spawnData field is used in the rest of the code.

Also, if everyone seems to be recreating e.g. the spawns from CityRP, the money system from CityRP, the hunger system from CityRP, aren't we just going to end up with CityRP again except now in twenty incompatible mods?

You should just make it so normal players placing a Spawn Point brick (the normal one) spawn there as a personal one and ones belonging to Super Admins or the city or whatever (e.g. unowned property like banks) are used for players without a spawn yet.
There is no hunger system in CityRP. There is one in CityRPG, but it hasn't been released.

3444
or instead of loving with the chat so half the filters dont even work you could change a clan tag.

3445
Drama / Re: Now i know why "you guys" hate Jookia.
« on: April 13, 2009, 03:46:06 PM »
Pandan's a stupid forget. Jookia's an starfish. I've known this all for a while now :|

3446
You get banned by an admin for jailing him even though he commited Flash Mob.
* Azimuth inserts 23 credits

3447
Modification Help / Re: Stryker Turret Error
« on: April 12, 2009, 11:00:44 PM »
Code: [Select]
   function StrykerShellProjectile::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e)
   {
      if(%col.dataBlock.className $= "Glass" && !%col.indestructable)
      {
         %col.explode();
      }
      Parent::onCollision(%this,%obj,%col,%a,%b,%c,%d,%e);
   }

   function armor::onTrigger(%this, %obj, %triggerNum, %val)
   {
      %mount = %obj.getObjectMount();
      if(isObject(%mount))
      {
         if(%mount.getDataBlock() == StrykerTurretPlayer.getId() && %triggerNum == 0 && %val)
         {
            %client = %obj.client;
            if(isObject(%client))
               ServerCmdUnUseTool(%client);

            if(getSimTime() - %obj.lastShotTime < 2500)
               return;
           
            %scaleFactor = getWord(%mount.getScale(), 2);
            %p = new Projectile()
            {
               dataBlock = StrykerShellProjectile;
               initialPosition = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
               initialVelocity = vectorScale(%mount.getEyeVector(),140 * %scaleFactor);
               sourceObject = %obj;
               client = %obj.client;
               sourceSlot = 0;
               originPoint = vectorAdd(%mount.getEyeTransform(),vectorScale(%mount.getEyeVector(),3));
            };
            MissionCleanup.add(%p);
            %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);

            %mount.mountImage(StrykerSmokeImage,1);

            serverPlay3D(StrykershotSound,%obj.getPosition());

            %theVector = %mount.getEyeVector();
            %theVector = vectorAdd(%theVector,"0 0 1");
            %theVector = vectorScale(%theVector,%mount.getObjectMount().dataBlock.mass*5);
            %theVector = vectorSub(%theVector,vectorScale(%thevector,2));
            %mount.getObjectMount().applyImpulse(getWords(%mount.getEyeTransform(),0,2),%theVector);
           
            %obj.playThread(0,activate);
            %obj.lastShotTime = getSimTime();

            return;
         }
      }
     
      Parent::onTrigger(%this,%obj,%triggerNum,%val);
   }



datablock DebrisData(StrykerShellDebris)
{
   emitters = "rocketTrailEmitter";

shapeFile = "./emptywheel.dts";
lifetime = 0.1;
minSpinSpeed = -300.0;
maxSpinSpeed = 300.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 0;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = false;

gravModifier = 0;
};

datablock ExplosionData(StrykerShellExplosion)
{
   explosionShape = "";
   soundProfile = rocketExplodeSound;

   lifeTimeMS = 150;

   debris = StrykerShellDebris;
   debrisNum = 30;
   debrisNumVariance = 10;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 140;
   debrisVelocityVariance = 50;

   particleEmitter = gravityRocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = gravityRocketExplosionRingEmitter;
   emitter[1] = gravityRocketExplosionChunkEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 0 1";
   lightEndColor = "1 0 0 0";

   damageRadius = 8;
   radiusDamage = 170;

   impulseRadius = 15;
   impulseForce = 5000;

   playerBurnTime = 5000;
};

AddDamageType("StrykerShellDirect",   '<bitmap:add-ons/Projectile_GravityRocket/rocket> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocket> %1',1,1);
AddDamageType("StrykerShellRadius",   '<bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',1,0);
datablock ProjectileData(StrykerShellProjectile)
{
   projectileShapeName = "./empty.dts";
   directDamage        = 100;
   directDamageType = $DamageType::StrykerShellDirect;
   radiusDamageType = $DamageType::StrykerShellRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = StrykerShellExplosion;
   particleEmitter     = rocketTrailEmitter;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;             
   brickExplosionMaxVolume = 15;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 20;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = rocketLoopSound;

   muzzleVelocity      = 120;
   velInheritFactor    = 1.0;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 4000;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   explodeOnDeath = 1;

   uiName = "Stryker Shell"; //naming it this way so it's next to the rocket in the alphabetized list
};

It's pretty easy to figure out what all this stuff does, just modify it to whatever.

3448
Off Topic / Re: Put subtitles on these movie clips.
« on: April 12, 2009, 10:37:35 PM »
funny :D

3449
Games / Re: Left 4 Dead
« on: April 12, 2009, 09:25:47 PM »
Anyone up for some L4D? My bro is offering to play.
if its on the xbox im in

3450
Off Topic / Re: Swagbucks
« on: April 12, 2009, 08:52:41 PM »
hurfdruf.

Pages: 1 ... 225 226 227 228 229 [230] 231 232 233